blob: 31e26e7eb778287de44df14fd86c7be579ce397f (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
|
using System;
using System.Collections.Generic;
using UnityEngine;
public class CrewVisualizer : MonoBehaviour
{
public ObjectPoolBehavior CrewPool;
public SpriteRenderer Background;
public Sprite[] MapBackgrounds;
public float yOffset = 0.4f;
public FloatRange BgWidth;
public void SetCrewSize(int numPlayers, int numImpostors)
{
this.CrewPool.ReclaimAll();
int num = numPlayers / 2;
int num2 = Mathf.CeilToInt((float)numPlayers / 2f);
List<SpriteRenderer> list = new List<SpriteRenderer>();
Vector3 localPosition = new Vector3(0f, 0f, -1f);
for (int i = 0; i < numPlayers; i++)
{
SpriteRenderer component = this.CrewPool.Get<PoolableBehavior>().GetComponent<SpriteRenderer>();
component.color = Color.white;
list.Add(component);
if (i < num)
{
float num3 = Mathf.Clamp((float)num / 5f * 1.3f, 0f, 1f) * 0.85f;
localPosition.z = -1.5f;
localPosition.y = -this.yOffset;
localPosition.x = this.BgWidth.Lerp((float)i / ((float)num - 1f)) * num3;
}
else
{
float num4 = Mathf.Clamp((float)num2 / 5f * 1.3f, 0f, 1f);
localPosition.z = -1f;
localPosition.y = this.yOffset;
localPosition.x = this.BgWidth.Lerp((float)(i - num) / ((float)num2 - 1f)) * num4;
}
component.transform.localPosition = localPosition;
}
int j = 0;
int num5 = 0;
while (j < numImpostors)
{
if (BoolRange.Next(1f / (float)list.Count))
{
j++;
list[num5].color = Color.red;
list.RemoveAt(num5);
}
num5 = (num5 + 1) % list.Count;
}
}
public void SetMap(int mapid)
{
this.Background.sprite = this.MapBackgrounds[mapid];
}
}
|